Hi. I am starting a D&D campaign here on the message boards. If you are interested, please reply to this and agree to the rules. I know That_Helpful_Guy expressed an interest so I just need one more player. I may have to cap the player count at 5 or it will probably get too slow.

1) It will mainly be 4e rules. Because that is the edition I am most familiar with.
2) It will be heroic. Your characters don't have to be the next apostle but they should try and be good guys. Also, no doing mean stuff to fellow players.
3) despite the 4e clause, I would like to include the craft skill from 3.5.
4) I may include new classes like Engineer, based off one I found online, and Librarian, if I can work the mechanics out.
5) mainly cosmetic unless I use the Engineer, but I think a 'redstone' set of items will be included. Including a redstone button, wire, battery and bug that can 'smell' active signal
6) A selectable race will be the Enderman. See here: https://www.christcenteredgamer.com/php ... 69&t=22682

Just want to say that I haven't done DMing on message boards before so we'll see how it goes.

Human: Highly adaptable race that can do well at pretty much anything they set their mind to. Pioneers of technology and literature, they are also favoured by God. +2 bonus to Wisdom. +2 to any ability score. 1 bonus at will power, 1 bonus skill at start and 1 bonus feat.

Elf: Majestic race that are one with nature. Creators of beautiful works of art, including painting, weapons and architecture. Also favored by God. They are automatically proficient with long- and shortbows, and are very alert, helping others to be so too. +2 bonus to Wisdom and Dexterity. Slightly faster than Man.

Dwarf: Short race obsessed with the earth and stone. The only race that has mastery of the magma forge, enabling them to smelt and craft metals with magical properties. At home underground (e.g. in dungeons) and very hardy: harder to physically move, resistant to poisons and can use second wind (healing power) as a minor action. +2 to Constitution and Wisdom

Halfling: Speedy small race with whimsical nature. Very brave in the face of danger, they are also swift with their movements. +2 to Dex and Charisma

3)Either:
a) Prime Shot: +1 bonus to ranged attack rolls if you are closer to your target than any of your allies
b) Running Attack: If you use a standard action that lets you move and you end that movement at least 2 squares away from where you began that move, you gain a +1 bonus to attack rolls made as part of that standard action

Name: Belghull Dravarax
Race: Dragonborn
Class: Not sure yet. Can you give me details on the wizard and the warlord?
Gender: Male

I guess I'll go with the standard array.

For your race, you get a bonus in Charisma and either Constitution or Strength. Which would you like?
Also, would you like your dragon breath to be Fire, Ice, Acid, Lightning or Poison? This choice doesn't actually affect the damage done by the attack (e.g. poison doesn't give a lasting effect on your foe) but it is useful for foes that are weak to a particular element.
You also get Dragonborn Fury, which means you get a +1 to attack rolls when you are below 50% hp.

Onto the Class:Wizard: Arcane Controller. You command forces of magic, shaping them into spells designed to blast you enemies, bring them under your thumb and impede their movement. You also gain access to Rituals (really complex spells for non-combat situations). A wizard normally stands at the back and tosses spells to the front lineWarlord: Martial Leader. You rally your companions with a mixture of shouted commands and cunning stratagems, leading them to victory through superior tactics. You also have an 'inspiring presence' which helps allies regain health or be more accurate with attacks. A warlord normally is on the front line but shouts to inspire others around him

If you are struggling to decide between the above, look at this spoiler

Spoiler:

I would go with Wizard, because there is already a battle-central hero on the team

With your abilities, decide which score you want with which ability. Bear in mind your racial bonuses. If you want to be a Wizard, make your highest score Intelligence, or make it Strength for Warlord

Agreed. When my DM announced we were going to switch from 4e to 3.5, I thought I could use my existing character sheet. Didn't work out.

By the way, there are 2 skills I forgot to list:
Craft (Int) [Works the same as 3.5. It allows you to craft your own items or weapons. There are 4 schools, taken seperately: Alchemy (acid, antitoxins and a few useful items), Weaponsmithing, Bowsmithing and Armoursmithing (no explanation needed). All available as class skills for Martial classes, Alchemy for Arcane and all but Alchemy for Divine]
Innovate (Int) [Similar, but covers mechanical and redstone devices. Includes trapmaking. Can be used to lower Theivery DC with locks, closed doors etc. Available to all Martial classes]

Fox's Cunning
Encounter ♦ Martial, Weapon
Immediate Reaction||Melee or Ranged weapon
Trigger: An enemy makes a melee attack against you
Attack: You can shift 1 square, then make a basic attack against the enemy.
Special: Gain a power bonus to your basic attack roll equal to your Wis.

Daily Powers (I think you can get how often you can do these): choose 1:

Split the Tree (wha?)
Daily ♦ Martial, Weapon
Standard Action||Ranged weapon
Targets: Two creatures within 3 squares of each other
Attack: Dex vs. AC. Make two attack rolls, take the higher result, and apply it to both targets.
Hit: 2[W] + Dex damage.

Since you chose Archer Fighting style, I have only displayed ranged exploits. There will likely be no point in this campaign where you are relieved of your bow, so yeah.
BTW: [W] means whatever damage your weapon does in 'one hit'. e.g. a weapon could normally do 2d4 damage. then 2[W] would be 4d4. In case anyone wanted to know

Ritual Caster(bonus feat): you can use Rituals and gain your choice of 3 first level Rituals (more later)

Implement Master: you can choose an Implement:

1) Orb of Imposition: makes spells that have duration last longer. Once per encounter, as a free action:
a) apply a penalty equal to your Wis mod to the saving throw of a creature suffering an spell effect (inflicted by you) that a save can end. (e.g. if a goblin has been hit by a sleep spell, use this to increase the difficulty of it 'resisting' by +2 (your Wis mod)
b) make a spell that lasts 'until your next turn' last 1 turn longer.

2) Staff of Defense: +1 to AC defense. Also, once per encounter, as an immediate interrupt, you can add your Con mod (+2 in your case) to all of your defenses against one attack.

3) Wand of accuracy: Once per encounter, as a free action, you can gain a bonus to your next attack roll of your Dex mod (+1 in your case)

Arcanist's Spellbook: you gain a spellbook, that you record your Rituals, Daily and Utility spells. This means that you know more spells than you can do in a day. You gain 2 daily spells at 1st level, but at the start of the day, you 'prepare' one of them for use at some point of the day.

Skills:
You have training in Arcana and 3 of the following:
Diplomacy (Cha)
Dungeoneering (Wis)
History (Int)
Insight (Wis)
Nature (Wis)
Religion (Int)